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No, it's not a reincarnation, but I read about his mod. Maybe it just came to mind subconsciously.
There's a thing: on the one hand, I don't want to see heroes of level 20+ in the game, because specialists in creatures become too powerful (since physical stats in WGE are twice as strong, and +10/+10 effectively doubles the unit's power). On the other hand, from the point of view of the interest in leveling up, the optimal levels seem to be 18-22 for the final stages, in terms of the number of perks taken. That is, the most versatile builds are when, in addition to the racial skill, 3 other skills are also well developed (sometimes 4).
Added 21 minutes ago
I have prepared the spells of Light and Darkness (level/spell/cost):
1 Evasion (1 mana) = ranged damage is reduced by 3 times for 2/4/6/8 rounds. General evasion (2 mana) affects everyone.
1 Blessing (2 mana) = maximum damage, for 2/4/6/8 rounds. General blessing (4 mana) affects everyone.
2 Stone Skin (3 mana) = +(Spellcraft+4) to defense for 1/2/3/4 rounds. General skin (6 mana) affects an area of 4x4.
2 Haste (4 mana) = +(10 x Spellcraft)% to initiative for 1/2/3/4 rounds. General haste (8 mana) affects an area of 4x4.
3 Righteous Might (5 mana) = +(Spellcraft+4) to attack for 1/2/3/4 rounds. General might (10 mana) affects an area of 4x4.
3 Exorcism (6 mana) = removes spells with 100% probability, but only affects allied targets (i.e., does not remove buffs from the enemy). General exorcism (12 mana) affects an area of 4x4.
4 Antimagic (8 mana) = removes spells and grants immunity to magic for 0/1/2/3 rounds, affects any targets (including enemies, removing buffs).
4 Teleport (10 mana) = only works on allied targets (as in the original).
5 Holy Word (20 mana) = 4 x Spellcraft + 0/10/15/20 damage to each stack of undead, demons, and orcs.
5 Resurrection (25 mana) = 20 x Spellcraft + 0/20/30/40, without any negative HP penalties.
(outside the guild) Regeneration (7 mana) = +(10 x Spellcraft)% to creatures each turn for 1/2/3/4 rounds.
(outside the guild) Divine Retribution (12 mana) = 15/20/25/30 x Kills (completely removes the dependence on Spellcraft).
1 Daze (1 mana) = only 1/3 of enemy creatures can shoot and retaliate, for 1/2/3/4 rounds. General daze (2 mana) affects everyone.
1 Curse (2 mana) = minimum damage, for 1/2/3/4 rounds. General curse (4 mana) affects everyone.
2 Weakness (3 mana) = -(Spellcraft+4) to attack for 2/4/6/8 rounds. General weakness (6 mana) affects an area of 4x4.
2 Slow (4 mana) = 50% initiative for 2/4/6/8 rounds. General slow (8 mana) affects an area of 4x4.
3 Destructive Ray (5 mana) = -(Spellcraft + 0/2/3/4) to defense permanently, stacks. General ray (10 mana) affects an area of 4x4.
3 Plague (7 mana) = 7 x Spellcraft, for 1/2/3/4 rounds. General plague (14 mana) affects an area of 4x4.
4 Blindness (10 mana) = duration 0.3/0.4/0.5/0.6 x Spellcraft rounds (with a skilled awakened enemy, it does not retaliate to the attack).
4 Berserk (15 mana) = 50% damage (debuff), duration 1/1/1/2 turn.
5 Wave of Death (25 mana) = 4 x Spellcraft + 0/10/15/20 damage to each stack of humans, elves, mages, dwarves, dark elves, and orcs.
5 Domination (30 mana) = 50% initiative (debuff), duration 0.1/0.2/0.3/0.4 x Spellcraft rounds (t7 can be a target at a skilled level).
(outside the guild) Grief (6 mana) = -4/6/8/10 to morale and luck for Spellcraft rounds.
(outside the guild) Vampirism (8 mana) = 100% vampirism and undead for 2/4/6/8 rounds.
Added 7 minutes ago
Note how cheap the spells of lower levels are (and some of them are cast for free at all when you have Secret Knowledge!).
And how expensive the spells of higher levels are (at 5 mana per unit of knowledge!).
This approach is used so that magic is cast gradually, of all levels, from top to bottom (there is not enough mana to spam only top-level spells, but there is more than enough when playing with lower-level spells).
Level 5 spells are so powerful that 1 such cast can decide the whole battle, so they should not be cast repeatedly (or there should be a lot of knowledge - motivation to level it up!).
Comments - what has changed. The duration of all buffs and debuffs has been sharply increased to support heroes playing with casts (but at the same time, the duration is tied to the skill, and with a weak skill, the duration will be short). There is also a clear trend that the greatest increase in spells occurs when leveling up the basic school, and the least - when leveling up the skilled one (increasing the duration from 1 to 2 or from 2 to 4 is much more important than from 3 to 4 or from 6 to 8). This is very important, as it motivates you to play with several schools of magic. When you take a basic school, it imposes certain restrictions on the player (specialization in this school), but when the school is leveled up further, it is simply an enhancement of the specialization that has already been chosen.
I also increased the effectiveness of spellcraft for Light magic, making a direct dependence on spellcraft not only on stone skin and might, but also on haste. So that rush heroes playing with powerful attacking casts of level 2-3 on righteous might (haste and might) have the opportunity to actively increase damage and tempo with spellcraft (and in such builds, spellcraft should not be much inferior to attack).
I will immediately answer the question of why Destructive Ray is so powerful (in WGE, physical stats give +10% damage per unit of difference instead of +5, that is, twice as strong). Because mass casts are cast in 1 turn, and not in 0.5 turns, as in the original. Accordingly, spamming mass ray happens twice as rarely, and the ray must be powerful enough.
I have slightly weakened the effect of evasion (from 1/4 damage to 1/3). And also weakened daze (earlier there was 100% no shooting and retaliation).
Why? Too harsh a counter to ranged builds, and in general, it's extremely unpleasant when your shooters are completely deprived of shooting, it's better to have 1/3 ranged damage than none and run to fight in melee.
Also, the knights have an entire racial skill tied to retaliation (and yes, there will be 150/200/250% retaliation - in practice, it turned out that it's okay and there is no imbalance here), and it's not very correct to completely nullify the entire racial skill with one spell (daze).
Moreover, the duration of these buffs/debuffs has been increased.
Keep in mind that in WGE, reduced increments, for example, in duels are proportional to 1 dragon in the squad (about 200-300 HP per squad), and the spellcraft of heroes in duels is from 3 to 9. Accordingly, level 5 Resurrection with maximum spellcraft 9, raises 240 HP, or often an entire squad. And level 5 Wave of Death with the same parameters deals 60 damage to each squad of the enemy, "blowing" 25% of the entire army in 1 cast. That's why level 5 spells are so powerful, and that's why they consume more than half of the mana with high knowledge